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by pwang
2683 days ago
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This paper on our original ideas of "Abstract Rendering" talks about the kinds of accuracy problems that plague the visualization of large datasets: https://www.semanticscholar.org/paper/Abstract-rendering%3A-... We renamed from Abstract Rendering to Datashader for affordances of human cognition. This is a great paper from Gordon Kindlmann and Carlos Scheidegger talk about how to gauge the accuracy of a visualization, as part of an effort to come up with an algebraic process for visual design: https://vis.cs.ucdavis.edu/vis2014papers/TVCG/papers/2181_20... Using their metrics around "confusers" and "hallucinators", Datashader came out as one of the few things that doesn't suffer from such intrinsic limitations. |
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> Rendering techniques are currently a major limiter since they tend to be builtaround central processing with all of the geometric data present.
This is completely untrue - OpenGL and virtually all real time rendering is done using z-buffer techniques that were originally used because they don't need all the geometry present. These techniques date back to the 70s and were some of the first hidden surface rendering algorithms.
> This paper presents Abstract Rendering (AR), a technique for eliminating the cen-tralization requirement while preserving some forms of interactivity.
Interactivity might be novel here so that is what should really be focused on, if anything. I don't think coining a new term and acronym that don't seem to relate to what is happening is a going to be a good choice to communicate the techniques.
> AR is based on the observation that pixelsare fundamentally bins, and that rendering is essentially a binning process on a lattice of bins.
This observation was made in the early 80s and has been the backbone of renderman renderers for almost 40 years. Renderman calls them 'buckets'.
> This approach enables: (1) rendering onlarge datasets without requiring large amounts of working memory,
Renderman originally rendered film resolution images with high resolution textures with only 10MB of memory.
> (3) a direct means of distributing the rendering task across processes,
Giving different threads their own buckets is standard for any non-toy renderer. Distributing buckets across multiple computers is part of many toolsets.
> high-performanceinteraction techniques on large datasets
This is the only part that has a chance of being novel, but paper only shows basic accumulation of density for adjacency matrices. The visualization are timed in the multiple seconds but look extremely simple, and for some reason are rendered 'out-of-core' on a computer with 144GB of memory even though it seems very unclear that these images couldn't be made with z-buffer rendering in opengl.
> This is a great paper from Gordon Kindlmann and Carlos Scheidegger talk about how to gauge the accuracy of a visualization
It looks like that paper is about the transformations of visualizations for higher dimensional data, not rendering accuracy, so these two things are being conflated even though they are completely separate concepts.